JoeGKushner
Adventurer
Points of Light, written by Robert Conley and Dwayne Gillingham, is a throwback to the future. The introduction notes that the Points of Light setting is the default for 4th edition (not mentioning dungeons and dragons by name, but by intent), but this product in and of itself, is edition neutral. Indeed, it’s almost system neutral if you’re playing a game with levels and classes like Harp or Rolemaster. Interior art is handled by Britt Martin who does an excellent job. I enjoy his image of the griffins emerging from their mountain lair and the dwarf stone circle among other pieces. Maps by Robert Conley are a little too old school for me, but I do like the hex system in place here.
The book describes four different mini-campaigns. These locations are not meant to be used in the same campaign as they follow different time lines and occupy different themes for the points of light ideas. However, with some work, it shouldn’t be impossible to combine ideas between the different settings.
Points of Light starts off with a setting whose very name, in its similarity to an old classic and should bring back old school memories; Wildland. After the Bright Empire has fallen to barbarian invasions and civil war, the survivors must fight for survival. In old school fashion, the map provided is done up in numbered hexes. Hexes with entries are noted. Geographic locations are noted. Notable individuals are briefly detailed. In short, a starter kit for any game master hungry to customize a points of light setting with numerous bits that can be expanded into full adventurers.
Southland is the small expansion of man taming the savage wilderness. It’s a dangerous new land that needs heroes to settle it. It also hosts a wide range of dangers from the ruins of Silver Hall to the Baron in exile, Victor Beldon and his new found drow allies.
Boderland at the center of two warring factions, keeps its own peace. Here players can see the old elements that brought down the Bright Empire, still at work as the gods Sarrath, Verotas, and Delaquain continue their problems through their clergy. The Duchy of Stonedale keeps its own council. Lord Seris works his own plans for vengeance against the ‘Massacre of Middleburg” while gangs of bandits roam the hills.
The last section, The Swamps of Acheron, is a bit of an oddity here. While there is enough for any character to explore and there are adventure seeds aplenty, characters who worship Sarrath, have to explore the Nine Pillars in order to advance a level and this must be done from 3rd to 12th level. Each pillar has a tenant of the faith of Sarrath and each obstacle is meant to be custom designed by the game master to be unique for that player. It’s an interesting idea but doesn’t really fit the whole theme of Points of Light, especially if your play group doesn’t include any worshippers of Sarrath.
The book includes background information that is revealed slowly throughout the different sections. For example, we start off just learning about the civil war, and how the various factions lined up, but when we get to the end, we learn that evil does not necessarily mean the same for every pantheon as Sarrath, stands against chaos and anarchy as long as obedience is in full swing while another member of the pantheon thought that too tyrannical and struck the first blow in the civil war.
The book describes four different mini-campaigns. These locations are not meant to be used in the same campaign as they follow different time lines and occupy different themes for the points of light ideas. However, with some work, it shouldn’t be impossible to combine ideas between the different settings.
Points of Light starts off with a setting whose very name, in its similarity to an old classic and should bring back old school memories; Wildland. After the Bright Empire has fallen to barbarian invasions and civil war, the survivors must fight for survival. In old school fashion, the map provided is done up in numbered hexes. Hexes with entries are noted. Geographic locations are noted. Notable individuals are briefly detailed. In short, a starter kit for any game master hungry to customize a points of light setting with numerous bits that can be expanded into full adventurers.
Southland is the small expansion of man taming the savage wilderness. It’s a dangerous new land that needs heroes to settle it. It also hosts a wide range of dangers from the ruins of Silver Hall to the Baron in exile, Victor Beldon and his new found drow allies.
Boderland at the center of two warring factions, keeps its own peace. Here players can see the old elements that brought down the Bright Empire, still at work as the gods Sarrath, Verotas, and Delaquain continue their problems through their clergy. The Duchy of Stonedale keeps its own council. Lord Seris works his own plans for vengeance against the ‘Massacre of Middleburg” while gangs of bandits roam the hills.
The last section, The Swamps of Acheron, is a bit of an oddity here. While there is enough for any character to explore and there are adventure seeds aplenty, characters who worship Sarrath, have to explore the Nine Pillars in order to advance a level and this must be done from 3rd to 12th level. Each pillar has a tenant of the faith of Sarrath and each obstacle is meant to be custom designed by the game master to be unique for that player. It’s an interesting idea but doesn’t really fit the whole theme of Points of Light, especially if your play group doesn’t include any worshippers of Sarrath.
The book includes background information that is revealed slowly throughout the different sections. For example, we start off just learning about the civil war, and how the various factions lined up, but when we get to the end, we learn that evil does not necessarily mean the same for every pantheon as Sarrath, stands against chaos and anarchy as long as obedience is in full swing while another member of the pantheon thought that too tyrannical and struck the first blow in the civil war.